divisionbyzorro
Member
"Win the game" uncommons are such a bummer for limited.
Though that one is way tamer than Overrun.
It's a necessary evil. It's better to have uncommon "let's end the game now" cards than to have games routinely turn into board stalls, which is a very hard thing to design around in a core set that doesn't give a lot of mechanic flexibility.
On another note: I drafted DGR for the first time last night. I went in hoping to draft aggressive to get underneath everybody trying to do "sweet" stuff. The Dragon's Maze pack gave me some sweet Gruul stuff, but the Gatecrash and RTR packs didn't cooperate. I had to add a third color to get enough playables, and that was my downfall. I ended up Naya, with infinite 2/3 drops. My opponents literally gave me wins by being greedy with the draft; when you have a bear followed up with a 3/3 and removal, your five-color opponent just can't assemble things in time.
Unfortunately, my white splash was the reason I lost. I had to mulligan an otherwise amazing hand in M2G3 because I had 2 of my 4 plains in my opener as my only lands. My 6 had no lands, and my 5 wasn't enough. Ended up 1-1, but I'm confident that my plan was good. I just need to be more disciplined with my colors, and take gates more highly in Dragon's Maze in case I do end up being forced to splash. I think everybody thinks that aggro is dead, but a clean 2-color deck with a good curve and removal for blockers seems really good right now with everybody still trying to push their manabases as hard as they can. Cluestones don't block, after all.